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#1 |
The Old Man
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Well, I don't use MEPv6 and can't answer the questions...but...
You can always change the light factor in the Mod file back to the value used in GWX and see if that gets you back to suitable distances for sighting your boat at night. Just keep track of what changes you make so that you can undo them again if they cause some other unwanted problems...and be sure to do the tweaking when the Mod is disabled. I've done that many times to tweak many Mods that I use. Since I do a lot of experimenting with various changes to .cgf files in Mods, as well as .sim and .zon values (using S3D), I also keep an "untweaked" original copy of the Mod handy, in case I really screw something up. Give it a try...good luck. ![]() |
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#2 |
Engineer
![]() Join Date: May 2016
Posts: 217
Downloads: 151
Uploads: 0
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Thanks CaptBones, last night i changed the value from 0.8 to GWX default of 2.0, and it seems to work great.
On a clear night with calm sea, they can still see me about 1.5km away, but on one of those very dark nights, with rough sea, i can close up to about 800m-1km undetected. Works better than with stock GWX! ![]() So 2.0 seems to be the "magic number" |
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#3 |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
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Another great mod for surface attacks is the decks awash mod. It submerges your sub just enough so that only the conning tower is above the water. I've found my visibility is greatly reduced in this manner. You can do it manually too if you want, just click the depth gauge until you find that happy place. But it's not very good in heavier seas, as the boat will submerge enough to pull the crew back inside.
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#4 |
Engineer
![]() Join Date: May 2016
Posts: 217
Downloads: 151
Uploads: 0
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Indeed! decks awash is a great mod. GWX3 has in included and i use it frequently.
I too find i can come in much closer if im on decks awashed depth. Speaking of surface attacks, i use the excellent MaGUI mod (widescreen version), i love it! but the one thing i dont like about it, is that its UZO does not have a stadimeter, a graduated reticle, or any means of measuring the range to a ship quickly. It does have a red reticle with numbers, but the numbers are so small i cant read them, and even if i could, i would still have to flip out a calculator to make the calculation, as it requires you to multiply the number on the reticle (with fractions) X the ships mast height X 2. So i allways end up using the periscope even if attacking from the surface. I been meaning to try to add a stadimeter to the UZO in MaGUI, but even though ibe successfully made other small mods, i been unable to do this. ![]() |
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#5 |
Stowaway
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#6 |
Engineer
![]() Join Date: May 2016
Posts: 217
Downloads: 151
Uploads: 0
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hi, yes i allready have decks awashed. What i meant to say is that in vanilla sh3 you cannot do decks awashed, you need to make or install a mod to do it, or use one of the supermods that include this feature, like gwx or nygm.
cheers! |
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#7 | |
Stowaway
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#8 |
Engineer
![]() Join Date: May 2016
Posts: 217
Downloads: 151
Uploads: 0
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#9 |
Stowaway
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#10 |
Nub
![]() Join Date: Feb 2018
Posts: 2
Downloads: 17
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Default value after clean GWX install for visual light is 5.0. Also GWX's visual sensors use compartment's crew efficiency, but M.E.P. v6 don't.
GWX default parameters ;Visual. Visual range factor=0.5 ;[>=0] Visual fog factor=1.1 ;[>=0] Visual light factor=5.0 ;[>=0] Visual waves factor=0.8 ;[>=0] Visual speed factor=0 ;[>=0] Visual aspect=0.9 ;[>=0] Visual enemy speed=0.2 ;[>=0] Visual noise factor=0 ;[>=0] Visual sensor height factor=0.4 ;[>=0] Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard Visual decay time=200 ;[>0] already tracking bonus decay, in seconds Visual uses crew efficiency=true ;[true or false] Btw I don't see a point in modifying sensors.dat at all. I think I will use MEP only as graphics mod. ~~~ EDIT: actually there is need in modifying Sensors.dat for your watchman so he will be able to detect ships as far as you (and similarly not able to detect in poor conditions). But for my game I use another sensors.dat from awesome Rocket mod for GWX (version for 16km atmosphere) http://www.subsim.com/radioroom/showthread.php?t=151612 Last edited by wasawasa; 02-27-18 at 02:54 PM. |
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#11 |
Gefallen Engel U-666
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wasawasa!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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